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PoltergeistCreature 5


LEMediumIncorporealSpiritUndead
Source Pathfinder Bestiary
Perception +11 (darkvision)
Languages Common
Skills Acrobatics +14, Intimidation +15, Stealth +14
Str -5, Dex +5, Con +0, Int -1, Wis +2, Cha +4

AC 22; Fort +9; Reflex +14; Will +13;
HP 55 (rejuvenation)
Speed 0 feet (fly 20 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 5

Telekinetic Object (Bludgeoning) One Action +13 (+8, +3) to hit (evocation, magical, occult, range increment 60) 2d12 Bludgeoning
Telekinetic Object (Piercing) One Action +13 (+8, +3) to hit (evocation, magical, occult, range increment 60) 2d12 Piercing
Telekinetic Object (Slashing) One Action +13 (+8, +3) to hit (evocation, magical, occult, range increment 60) 2d12 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Site Bound

A poltergeist is tied to a location and can't travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Natural Invisibility

A poltergeist is naturally Invisible. It becomes visible only when it uses Frighten.

Rejuvenation (necromancy, occult)

When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Telekinetic Defense Reaction

Trigger A creature approaches within 10 feet of the poltergeist.


Effect The poltergeist makes a telekinetic object Strike against the triggering creature.

Frighten One Action (concentrate, emotion, fear, incapacitation, mental)

Requirements The poltergeist must be Invisible.


Effect The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 21 will save, becoming Frightened 2 on a failure. On a critical failure, it's also Fleeing for as long as it's frightened. On a success, the creature is temporarily immune for 1 minute. At the start of its next turn, the poltergeist becomes invisible again.

Telekinetic Storm Two Actions (concentrate, evocation, occult)

The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target.


Occult Innate Spells (DC 23, +13 to hit)

Cantrips (3rd Level): Mage Hand
2nd Level: Telekinetic Maneuver (At Will)


When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.